﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace SkillSystem
{
    public class SkillDefines
    {
        public const string ResultType = "ResultType";

        public const string ReduceValue = "ReduceValue";

        public const string ArgArray = "ArgArray";

        public const string Args = "Args";

    }

    public enum SkillType
    {
        None = -1,
        /// <summary>
        /// 生活
        /// </summary>
        Life = 0,

        /// <summary>
        /// 战斗
        /// </summary>
        Battle = 1,
    }

    public enum SkillTransmitterType
    {
        None=-1,
        /// <summary>
        /// 范围攻击
        /// </summary>
        AOE=1,
        /// <summary>
        /// 指向性攻击
        /// </summary>
        PointTo = 2,
        /// <summary>
        /// 锁定攻击
        /// </summary>
        Lock = 3,
        /// <summary>
        /// Buff
        /// </summary>
        Buff = 4,

    }

    public enum SkillItemLinkerType
    {
        Combo=1
    }

    public enum SkillState {
        None,
        WaitForStart,
        Excuting,
        Pause,
        WaitForEnd,
        End,
        Cool,
    }

    public enum SkillItemState
    {
        End,
        Excuting,
    }

    public enum SkillProcesserType
    {
        Animation,
        Effect,
        CameraShake,
        Time,
        Triggered
    }

    public enum SkillProcesserState
    {
        Playing,
        End
    }

    public enum DamageOpportunityType
    {
        /// <summary>特效触发 </summary>
        FromEffect=1,
        /// <summary>时间触发 </summary>
        FromTime
    }

    /// <summary>
    /// 伤害结果类型
    /// </summary>
    public enum DamageResultType
    {
        ReduceHP=1,
        ReduceMP,
        /// <summary>眩晕 </summary>
        Vertigo,
        /// <summary>浮空 </summary>
        Floating,
    }
}
